Town Hall Info

Riamus

Hunter
The town hall stream is still going, but it's looking like a LOT of changes are coming that should make a lot of people happy. Here are just a few things...

  • Chicken coop
  • Bee aviary
  • Powered Industrial Stove
  • Craftable items that replace badges that look like something you'd expect
  • More quest types, including a "blow up a building" quest
  • A LOT of new options for games to allow for a lot of control over your game - possibilities (not guaranteed) are things like ammo, parts, meds, etc. quantities, trader selling on/off, trader quests on/off, storm damage, storm duration, etc.
  • 3rd person view
  • Armor can be dyed again
  • Smoothies replaced with different things that make more sense
  • Frostclaw and Desert Spitter models will be changed to be more zombie-like
  • Biome progression can be done in any order
  • Storms will have different stages and not all storms will be damaging
There is a lot more, so check out the VOD once it is available.

NOTE: Due to making all these changes, bandits/3.0 will be delayed.
 
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Mostly positive things, but I will never understand trying to force a story mode on players.
People have played their way for 10 years this game. Nothing they do will make people forget their sandbox/survival experience.
They talked about a story mode, which is great, but that should have never impacted the sandbox part. never.
The Navezgane map is there. Why not use iit for the story mode? Outside it let it be sandbox. Lots of games do that.
Besides that, mostly positive, as I said.
 
The story was planned from the very beginning. In any case, being able to not do the story was expected anyhow. It just now looks like people can choose to include the story even when playing random maps, which is actually a better option than limiting it to Navesgane. Remember that it's an option, so there's nothing wrong with it being available.
 
The story was planned from the very beginning. In any case, being able to not do the story was expected anyhow. It just now looks like people can choose to include the story even when playing random maps, which is actually a better option than limiting it to Navesgane. Remember that it's an option, so there's nothing wrong with it being available.
This is great on the contrary! You can survive longer on the map. I'm glad they decided so!
 
For those who missed the Town Hall stream, I compiled a list of what was discussed. Please let me know if I missed anything ^_^
  • Loot caps will be removed. Loot bonuses will remain.
  • Biome Progression will be changed where you can unlock biomes in any order and you can still disable it in settings.
  • Badges are getting removed. They will be replaced with survival kits that you can craft. Icons will remain, but when you die you lose it. They will not protect you from Storms.
  • Smoothies are getting replaced with different items that will negate Storm damage by 50%.
  • Each biome Storm will have two stages to them. First stage involves an unique biome debuff. Second stage involves player damage.
  • Considering adding an option to determine level of Storm damage.
  • Want to bring back insulation mods with different tiers thst can only be placed on the chest slot.
  • Might bring back clothing items that will be icons on the player.
  • The Plague Spitter and Frost Claws are getting model reworks to make them fit better aesthetically and their spawn rates will be lowered.
  • Plague Spitters are getting changed to be a Native American model.
  • Lumberjacks are getting a model rework too.
  • Adding third person view before 3.0.
  • Armor will be dyeable again.
  • More toggable settings.
  • Adding a colorblind option.
  • New Legendary drops (weapons, armor, and tools) that will just be lootable, not craftable.
  • Adding item degradation that will be toggable.
  • Adding more stations like the Bee Apiary for honey, Chicken Coop for eggs/feathers, and the Electric/Industrial Stove for faster/bulk cooking.
  • New merch and Twitch drops.
  • New future quest type: Demolition!
 
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The town hall went about as well as it could go without offering everyone attending $100. Pretty much all the things I wanted to see changed got some TLC and even more. I imagine a LOT of people will be happy - except maybe like 1 person - we know this person. :LOL:

From my notes:

Removed Loot Stage Cap (only bonuses)

Biomes can be unlocked in any order

No badges - immersive survival kits - firefighter respirator, bandana+hat+sunglasses, baklava winter mask snow goggles, biohazard mask with filters (player model not show items) - crafted - only immune when wearing

No smoothies - reduce storm damage by 50% - black lung serum injection, hydrating electrolytes drink, scorcher stew, fallout flush injection

Storms - each biome storm 2 stages with unique debuff - coughing, cold, overheating, radiation sickness (recover over time in shelter) - reduce storm damage to encourage players to go out in earlier biomes, greater chance for zombies to drop bags in storms. Heavy duty storms and milder storms. More realistic. Campfires/Torches will warm. Water will cool.

Insulation mods (with tiers to help with storms - chest slot), Clothing Items (possible equip - beanie for hat mod, etc) - better loot for clothing containers

Modifying plague spitter to be more lore specific (Apache Indian spitter), Frostclaw will look for like a mountain like man

Lower spawn rates of special zombies in the zones and lowering quest rates to match

Gun and camera modifications for more immersion

Tinting for clothing and armor is coming back

Flatspot code - will help prevent air drops, etc from being in strange spots. Also working on unique quests and dynamic quests with it.

More weapons - special attributes, not craftable, rare drops, unique names

Perma degredation player option - give degredation to weapons and gear

Adjust options for weapons/difficulty settings/damage recieved-given/food-water/bigger backpack/

More stations - bee farms, chicken coop, industrial stove

12 game stage bandit models 90% done

New quest type - blow up the building - plant charges and detonate


AS STATED: SUBJECT TO CHANGE
 
Just as criticism is given when due its good to offer praise when due. Probably the best way this could have gone and I would be willing to bet even people who might not like some changes can't say that TFP don't listen or that they ignore feedback. A massive win for player and developer collaboration.

I will likely draft something more substantial tomorrow but for now I just want TFP to know they are on the right path, at least with me.
 
The town hall went about as well as it could go without offering everyone attending $100. Pretty much all the things I wanted to see changed got some TLC and even more. I imagine a LOT of people will be happy - except maybe like 1 person - we know this person. :LOL:

From my notes:

Removed Loot Stage Cap (only bonuses)

Biomes can be unlocked in any order

No badges - immersive survival kits - firefighter respirator, bandana+hat+sunglasses, baklava winter mask snow goggles, biohazard mask with filters (player model not show items) - crafted - only immune when wearing

No smoothies - reduce storm damage by 50% - black lung serum injection, hydrating electrolytes drink, scorcher stew, fallout flush injection

Storms - each biome storm 2 stages with unique debuff - coughing, cold, overheating, radiation sickness (recover over time in shelter) - reduce storm damage to encourage players to go out in earlier biomes, greater chance for zombies to drop bags in storms. Heavy duty storms and milder storms. More realistic. Campfires/Torches will warm. Water will cool.

Insulation mods (with tiers to help with storms - chest slot), Clothing Items (possible equip - beanie for hat mod, etc) - better loot for clothing containers

Modifying plague spitter to be more lore specific (Apache Indian spitter), Frostclaw will look for like a mountain like man

Lower spawn rates of special zombies in the zones and lowering quest rates to match

Gun and camera modifications for more immersion

Tinting for clothing and armor is coming back

Flatspot code - will help prevent air drops, etc from being in strange spots. Also working on unique quests and dynamic quests with it.

More weapons - special attributes, not craftable, rare drops, unique names

Perma degredation player option - give degredation to weapons and gear

Adjust options for weapons/difficulty settings/damage recieved-given/food-water/bigger backpack/

More stations - bee farms, chicken coop, industrial stove

12 game stage bandit models 90% done

New quest type - blow up the building - plant charges and detonate


AS STATED: SUBJECT TO CHANGE
Thanks for adding all that. I wasn't taking notes and didn't remember half of what you added. :)
 
It wasn't great but it was a lot better than I expected.

Seems a lot of stuff from mods are being added like the chicken coop and apiary for the bees which is cool. Wish they added the vehicle horns opening and closing trader doors but baby steps i guess.

The biome progression going to letting us go where we want is nice.

It was an easy 7/10. They did good but I feel if they had better people to consult with about things they will implement into the game it would save them so much time instead of having to rework things over and over.
 
yes, there is a lot of good changes and roll backs...it's good to see it laid out. I don't like that we got blamed for bandits being delayed. that part derailed me. so thanks for the summary...there is some light at the end of the tunnel...it just won't be held by a bandit. lol
 
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